Level 2 Spells
Aid
Level 2 abjuration · action · 30 ft · VS M · hours 8 · Bard, Cleric, Druid, Paladin, Ranger
Pick up to three creatures within range. For 8 hours, each one's Hit Point maximum rises by 5 and its current Hit Points rise by the same amount. With a higher-level slot, both increases grow by another 5 for each slot level above 2.
Alter Self
Level 2 transmutation · action · self · VS · hours 1 · Sorcerer, Wizard
For the duration you take on one of the forms below, and you can take a Magic action to switch to a different one. Aquatic Adaptation: you grow gills and webbed fingers, can breathe underwater, and gain a Swim Speed equal to your Speed. Change Appearance: you decide how you look (height, weight, face, voice, hair, coloring and other features), even appearing as a member of another species, but none of your statistics change, you can't appear as a different size, and your basic body shape stays the same (a biped can't become a quadruped); you can take a Magic action to change your look again. Natural Weapons: you grow claws (Slashing), fangs or horns (Piercing), or hooves (Bludgeoning); when you deal damage with them using your Unarmed Strike, they deal 1d6 damage of that type instead of the usual Unarmed Strike damage, and you use your spellcasting ability modifier instead of Strength for the attack and damage rolls.
Arcane Vigor
Level 2 abjuration · bonus action · self · VS · instantaneous · Sorcerer, Wizard
You draw on your own vitality to heal. Choose one or two of your unspent Hit Point Dice and roll them; you regain Hit Points equal to the total rolled plus your spellcasting ability modifier, and those dice are spent. For each spell slot level above 2, you can roll one more unspent Hit Point Die.
Augury
Level 2 divination (ritual) · 1 minute · self · VS M · instantaneous · Cleric, Druid, Wizard
You receive an omen from an otherworldly power about the outcome of a course of action you intend to take within the next 30 minutes. The DM picks the omen: Weal (good results), Woe (bad results), Weal and woe (both good and bad results), or Indifference (results neither good nor bad). The omen doesn't account for anything that might change the outcome later, such as other spells. Each casting after the first before you finish a Long Rest has a cumulative 25 percent chance of giving no answer.
Barkskin
Level 2 transmutation · bonus action · touch · VS M · hours 1 · Druid, Ranger
You touch a willing creature and its skin turns rough and bark-like. Until the spell ends, its Armor Class is 17 if it would otherwise be lower. Lasts 1 hour (no Concentration).
Beast Sense
Level 2 divination (ritual) · action · touch · S · hours 1 · Druid, Ranger
You touch a willing Beast. Until the spell ends, you can perceive through its senses as well as your own, and while you do you benefit from any special senses it has. Concentration, up to 1 hour. Casting time: an action, or as a Ritual.
Blindness/Deafness
Level 2 transmutation · action · 120 ft · V · minutes 1 · Bard, Cleric, Sorcerer, Wizard
Choose one creature you can see within range. It must succeed on a Constitution saving throw or have the Blinded or Deafened condition (you choose which) for 1 minute. At the end of each of its turns it repeats the save, ending the spell on itself on a success. You can target one more creature for each spell slot level above 2.
Blur
Level 2 illusion · action · self · V · minutes 1 · Sorcerer, Wizard
Your body becomes blurred. Until the spell ends, attack rolls against you have Disadvantage. An attacker that perceives you with Blindsight or Truesight is unaffected.
Calm Emotions
Level 2 enchantment · action · 60 ft · VS · minutes 1 · Bard, Cleric
Each Humanoid in a 20-foot-radius Sphere centered on a point within range makes a Charisma saving throw. For each creature that fails, you choose one effect. Either it has Immunity to the Charmed and Frightened conditions until the spell ends, and any such conditions already on it are suppressed for the duration; or it becomes Indifferent toward creatures of your choice that it is Hostile toward, an effect that ends if it takes damage or sees its allies take damage. When the spell ends, the creature's attitude returns to normal.
Cloud of Daggers
Level 2 conjuration · action · 60 ft · VS M · minutes 1 · Bard, Sorcerer, Warlock, Wizard
You fill a 5-foot Cube centered on a point within range with whirling daggers. Each creature in the Cube takes 4d4 Slashing damage. A creature also takes that damage when it enters the Cube, when it ends its turn there, or when the Cube is moved into its space, but no creature takes this damage more than once per turn. On your later turns you can take a Magic action to teleport the Cube up to 30 feet. The damage increases by 2d4 for each spell slot level above 2.
Continual Flame
Level 2 evocation · action · touch · VS M · until dispelled · Cleric, Druid, Wizard
A flame springs from an object you touch, shedding Bright Light in a 20-foot radius and Dim Light for another 20 feet. It looks like ordinary fire but gives off no heat and uses no fuel. It lasts until dispelled; it can be covered or hidden, but not smothered or put out.
Cordon of Arrows
Level 2 transmutation · action · touch · VS M · hours 8 · Ranger
You touch up to four nonmagical arrows or bolts and plant them in the ground; the ammunition can't be moved while the spell lasts. Whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn, or ends its turn there, one piece flies up and strikes at it. The creature makes a Dexterity saving throw, taking 2d4 Piercing damage on a failure, and that piece of ammunition is then destroyed. When you cast the spell you can name creatures the ammunition will ignore. The spell ends when no ammunition remains planted. Lasts 8 hours. Using a Higher-Level Spell Slot: you can plant two more pieces of ammunition for each slot level above 2.
Crown of Madness
Level 2 enchantment · action · 120 ft · VS · minutes 1 · Bard, Sorcerer, Warlock, Wizard
One creature you can see within range makes a Wisdom saving throw; a creature that isn't a Humanoid succeeds automatically. On a failure it has the Charmed condition for the duration and a spectral crown appears on its head. On each of its turns, before moving, it must use its action to make a melee attack against a creature other than itself that you mentally choose. If you choose no one, or no such creature is within its reach, it acts normally that turn. It repeats the save at the end of each of its turns, ending the spell on itself on a success. On each of your later turns you must take a Magic action to keep control of the target, or the spell ends.
Darkness
Level 2 evocation · action · 60 ft · V M · minutes 10 · Sorcerer, Warlock, Wizard
Magical Darkness fills a 15-foot-radius Sphere centered on a point within range for the duration. Darkvision can't see through it and nonmagical light can't illuminate it. Alternatively, you cast the spell on an object that nobody is wearing or carrying, and the Darkness fills a 15-foot Emanation from that object; covering the object with something opaque, such as a bowl or helm, blocks the Darkness. If any part of the area overlaps Bright Light or Dim Light created by a spell of level 2 or lower, that spell is dispelled.
Darkvision
Level 2 transmutation · action · touch · VS M · hours 8 · Druid, Ranger, Sorcerer, Wizard
For 8 hours, one willing creature you touch has Darkvision with a range of 150 feet.
Death Armor
Level 2 necromancy · action · touch · VS M · hours 1 · Sorcerer, Wizard
Touch a creature to grant Advantage on Death Saves. Once per turn, a melee attacker within 5 feet that hits it takes 2d4 Necrotic.
Detect Thoughts
Level 2 divination · action · self · VS M · minutes 1 · Bard, Sorcerer, Wizard
When you cast the spell you activate one of the effects below, and until it ends you can activate either one as a Magic action on later turns. Sense Thoughts: you sense the presence of thoughts within 30 feet of you belonging to creatures that know a language or are telepathic; you don't read them, you only know a thinking creature is there. 1 foot of stone, dirt or wood, 1 inch of metal, or a thin sheet of lead blocks this. Read Thoughts: choose one creature you can see within 30 feet, or one within 30 feet that you found with Sense Thoughts, and learn what is foremost in its mind right now (nothing, if it knows no languages and isn't telepathic). As a Magic action on your next turn you can probe deeper: the target makes a Wisdom saving throw. On a failure you learn its reasoning, its emotions and something that weighs heavily on its mind (such as a worry, love or hatred); on a success the spell ends. Either way the target knows you are probing its mind, and until you turn your attention away, it can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.
Disruptive Tune
Level 2 abjuration · action · 120 ft · VS · minutes 1 · Bard, Sorcerer, Wizard
Creatures in a 20-foot-radius Sphere make Constitution saves. Failure immediately breaks Concentration and gives Disadvantage on saves to maintain Concentration for this spell’s duration.
Dragon's Breath
Level 2 transmutation · bonus action · touch · VS M · minutes 1 · Sorcerer, Wizard
Touch a willing creature and choose Acid, Cold, Fire, Lightning or Poison. Until the spell ends, that creature can take a Magic action to exhale a 15-foot Cone. Each creature in the Cone makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failure or half as much on a success. The damage increases by 1d6 for each spell slot level above 2.
Elminster’s Elusion
Level 2 abjuration · bonus action · self · VS · minutes 10 · Wizard
Gain Advantage on saves against spells and magical effects. Successful saves against those effects deal no damage when they would normally deal half.
Enhance Ability
Level 2 transmutation · action · touch · VS M · hours 1 · Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
Touch a creature and choose Strength, Dexterity, Intelligence, Wisdom or Charisma. Until the spell ends, it has Advantage on ability checks that use that ability. You can target one more creature for each spell slot level above 2, choosing a different ability for each target if you like.
Enlarge/Reduce
Level 2 transmutation · action · 30 ft · VS M · minutes 1 · Bard, Druid, Sorcerer, Wizard
Choose a creature, or an object that nobody is wearing or carrying, that you can see within range. An unwilling creature can make a Constitution saving throw; on a success the spell has no effect. Everything a creature wears and carries changes size with it; an item it drops returns to normal size at once, and a thrown weapon or piece of ammunition returns to normal size right after it hits or misses. Enlarge: the target grows by one size category (Medium to Large, for example), has Advantage on Strength checks and Strength saving throws, and its attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit. Reduce: the target shrinks by one size category (Medium to Small, for example), has Disadvantage on Strength checks and Strength saving throws, and its attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (to a minimum of 1).
Enthrall
Level 2 enchantment · action · 60 ft · VS · minutes 1 · Bard, Warlock
You spin a captivating stream of words. Creatures of your choice that you can see within range make a Wisdom saving throw; any creature that you or your companions are fighting succeeds automatically. On a failure, a creature has a -10 penalty to Wisdom (Perception) checks and to its Passive Perception until the spell ends. Concentration, up to 1 minute.
Find Steed
Level 2 conjuration · action · 30 ft · VS · instantaneous · Paladin
An otherworldly spirit appears in an unoccupied space within range as a loyal mount and uses the Otherworldly Steed stat block. If you already have a steed from this spell, the new one replaces it. It looks like a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf or an elk, and when you cast the spell you choose its creature type, Celestial, Fey or Fiend, which sets some of its traits. In combat it is an ally of you and your allies, shares your Initiative and acts as a controlled mount while you ride it; if you have the Incapacitated condition, it takes its turn right after yours and acts on its own, concentrating on protecting you. It disappears at 0 Hit Points or if you die, leaving behind anything it was carrying; when you cast the spell again you can bring back the same steed or choose a different one. Otherworldly Steed (Large; the type you chose): AC 10 + the spell's level; Hit Points 5 + 10 times the spell's level (its Hit Dice are d10s equal to the spell's level); Speed 60 ft., plus Fly 60 ft. if the spell is level 4 or higher; Str 18, Dex 12, Con 14, Int 6, Wis 12, Cha 8; Passive Perception 11; telepathy with you only, out to 1 mile; uses your Proficiency Bonus. Life Bond: when you regain Hit Points from a spell of level 1 or higher, the steed regains the same number if it is within 5 feet of you. Otherworldly Slam: melee attack using your spell attack modifier, reach 5 ft.; hit: 1d8 + the spell's level Radiant (Celestial), Psychic (Fey) or Necrotic (Fiend) damage. Bonus Actions, each usable once per Long Rest: Fell Glare (Fiend only), one creature the steed can see within 60 feet makes a Wisdom save against your spell save DC or has the Frightened condition until the end of your next turn; Fey Step (Fey only), the steed teleports, with its rider, to an unoccupied space within 60 feet; Healing Touch (Celestial only), one creature within 5 feet of the steed regains 2d8 + the spell's level Hit Points. Using a Higher-Level Spell Slot: use the slot's level as the spell's level in the stat block.
Find Traps
Level 2 divination · action · 120 ft · VS · instantaneous · Cleric, Druid, Ranger
You sense whether any trap is within range and within your line of sight. For this spell, a trap is any object or mechanism made to cause damage or other danger, so it notices things like an Alarm or Glyph of Warding spell or a mechanical pit trap, but not natural hazards such as a weak floor, an unstable ceiling or a hidden sinkhole. You learn that a trap is present and the general nature of its danger, but not its location.
Flame Blade
Level 2 evocation · bonus action · self · VS M · minutes 10 · Druid, Sorcerer
A blade of fire shaped like a scimitar forms in your free hand and lasts for the duration. If you let go of it, it vanishes, but you can call it back to your hand as a Bonus Action. As a Magic action you can make a melee spell attack with it; on a hit the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier. The blade sheds Bright Light in a 10-foot radius and Dim Light for a further 10 feet. Concentration, up to 10 minutes. Using a Higher-Level Spell Slot: the damage increases by 1d6 for each slot level above 2.
Flaming Sphere
Level 2 conjuration · action · 60 ft · VS M · minutes 1 · Druid, Sorcerer, Wizard
A sphere of fire 5 feet across appears in an unoccupied space on the ground within range and lasts for the duration. Any creature that ends its turn within 5 feet of it makes a Dexterity saving throw, taking 2d6 Fire damage on a failure or half as much on a success. As a Bonus Action you can roll the sphere up to 30 feet along the ground; if you roll it into a creature's space, that creature makes the save against it and the sphere stops moving for the turn. You can roll it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that nobody is wearing or carrying catch fire when it touches them, and it sheds Bright Light in a 20-foot radius and Dim Light for another 20 feet. The damage increases by 1d6 for each spell slot level above 2.
Gentle Repose
Level 2 necromancy (ritual) · action · touch · VS M · days 10 · Cleric, Paladin, Wizard
Touch a corpse or other remains. For 10 days it is protected from decay and can't become Undead. Days spent under this spell don't count against the time limit of spells such as Raise Dead, which effectively extends that limit.
Gust of Wind
Level 2 evocation · action · self · VS M · minutes 1 · Druid, Ranger, Sorcerer, Wizard
A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you along the Line, and a creature that ends its turn in the Line must make the same save. Any creature in the Line spends 2 feet of movement for every 1 foot it moves closer to you. The wind disperses gas and vapor and puts out candles and similar unprotected flames in the area; protected flames such as lanterns flicker wildly and have a 50 percent chance to go out. As a Bonus Action on your later turns, you can change the Line's direction.
Heat Metal
Level 2 transmutation · action · 60 ft · VS M · minutes 1 · Bard, Druid
Choose a manufactured metal object you can see within range, such as a metal weapon or a suit of metal armor, and make it glow red-hot. Any creature in physical contact with it takes 2d8 Fire damage when you cast the spell, and on each of your later turns you can take a Bonus Action to deal that damage again while the object is within range. A creature holding or wearing the object that takes this damage makes a Constitution saving throw; on a failure it drops the object if it can. If it doesn't drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn. Concentration, up to 1 minute. Using a Higher-Level Spell Slot: the damage increases by 1d8 for each slot level above 2.
Hold Person
Level 2 enchantment · action · 60 ft · VS M · minutes 1 · Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Choose a Humanoid you can see within range. It must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns it repeats the save, ending the spell on itself on a success. You can target one more Humanoid for each spell slot level above 2.
Invisibility
Level 2 illusion · action · touch · VS M · hours 1 · Bard, Sorcerer, Warlock, Wizard
A creature you touch has the Invisible condition until the spell ends. The spell ends early right after the target makes an attack roll, deals damage or casts a spell. You can target one more creature for each spell slot level above 2.
Knock
Level 2 transmutation · action · 60 ft · V · instantaneous · Bard, Sorcerer, Wizard
Choose an object you can see within range that is closed off by mundane or magical means, such as a door, box, chest, set of manacles or padlock. If it is held shut by a mundane lock or is stuck or barred, it becomes unlocked, unstuck or unbarred; if it has several locks, only one of them opens. If it is held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which the object can be opened and closed. When you cast the spell, a loud knock that can be heard up to 300 feet away sounds from the object.
Lesser Restoration
Level 2 abjuration · bonus action · touch · VS · instantaneous · Bard, Cleric, Druid, Paladin, Ranger
You touch a creature and end one of these conditions on it: Blinded, Deafened, Paralyzed or Poisoned.
Levitate
Level 2 transmutation · action · 60 ft · VS M · minutes 10 · Sorcerer, Wizard
One creature or loose object you can see within range rises straight up as far as 20 feet and stays suspended there for the duration. An object can weigh up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach, such as a wall or ceiling, which lets it move as if climbing. On your turn you can change the target's altitude by up to 20 feet up or down: as part of your move if you are the target, otherwise with a Magic action, and the target must stay within range. When the spell ends, a target still in the air floats gently to the ground.
Locate Object
Level 2 divination · action · self · VS M · minutes 10 · Bard, Cleric, Druid, Paladin, Ranger, Wizard
Name or describe an object that is familiar to you. If it is within 1,000 feet of you, you sense the direction to it, and if it is moving you know the direction of its movement. You can seek a specific object you have seen up close (within 30 feet) at least once, or the nearest object of a particular kind, such as a certain sort of clothing, jewelry, furniture, tool or weapon. Any thickness of lead on the direct path between you and the object stops the spell from locating it.
Magic Weapon
Level 2 transmutation · bonus action · touch · VS · hours 1 · Paladin, Ranger, Sorcerer, Wizard
Touch a nonmagical weapon. Until the spell ends it is a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again. With a level 3 to 5 spell slot the bonus is +2, and with a level 6 or higher slot it is +3.
Melf's Acid Arrow
Level 2 evocation · action · 90 ft · VS M · instantaneous · Wizard
Make a ranged spell attack against a target within range. On a hit it takes 4d4 Acid damage, then another 2d4 Acid damage at the end of its next turn. On a miss, it takes half the initial damage and none of the later damage. Both the initial and the later damage increase by 1d4 for each spell slot level above 2.
Mind Spike
Level 2 divination · action · 120 ft · S · hours 1 · Sorcerer, Warlock, Wizard
Choose one creature you can see within range. It makes a Wisdom saving throw, taking 3d8 Psychic damage on a failure or half as much on a success. On a failure you also always know where the target is until the spell ends, as long as you are both on the same plane of existence. While you know this, it can't become hidden from you, and if it has the Invisible condition, that condition gives it no benefit against you. The damage increases by 1d8 for each spell slot level above 2.
Mirror Image
Level 2 illusion · action · self · VS · minutes 1 · Bard, Sorcerer, Warlock, Wizard
Three illusory copies of you appear in your space. Until the spell ends they move with you and mimic your actions, constantly shifting so nobody can tell which one is real. Each time a creature hits you with an attack roll during the spell, roll a d6 for each remaining duplicate. If any of them shows 3 or higher, one duplicate is hit and destroyed instead of you. The duplicates ignore all other damage and effects. The spell ends when all three are destroyed. A creature that has the Blinded condition, Blindsight or Truesight is unaffected by this spell.
Misty Step
Level 2 conjuration · bonus action · 30 ft · V · instantaneous · Sorcerer, Warlock, Wizard
Briefly wrapped in silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Moonbeam
Level 2 evocation · action · 120 ft · VS M · minutes 1 · Druid
A pale beam of silver light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range, filling it with Dim Light until the spell ends. On later turns you can take a Magic action to move the Cylinder up to 60 feet. A creature makes a Constitution saving throw when the Cylinder appears in or moves into its space, when it enters the Cylinder, and when it ends its turn there, but no more than once per turn. On a failure it takes 2d10 Radiant damage, and if it is shape-shifted (by Polymorph, for example) it reverts to its true form and can't shape-shift until it leaves the Cylinder; on a success it takes half as much damage only. Concentration, up to 1 minute. Using a Higher-Level Spell Slot: the damage increases by 1d10 for each slot level above 2.
Pass without Trace
Level 2 abjuration · action · self · VS M · hours 1 · Druid, Ranger
A concealing aura fills a 30-foot Emanation around you for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.
Phantasmal Force
Level 2 illusion · action · 60 ft · VS M · minutes 1 · Bard, Sorcerer, Wizard
Choose a creature you can see within range; it makes an Intelligence saving throw. On a failure you create a phantasmal object, creature or other phenomenon no larger than a 10-foot Cube that only the target can perceive, complete with sound, temperature and other sensations, for the duration. The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC; on a success it realizes the phantasm is an illusion and the spell ends. Until then the target treats the phantasm as real and explains away anything illogical about it (for example, if it walks onto a phantasmal bridge and survives the fall, it believes something else made it fall). If the phantasm is a dangerous creature or hazard, then on each of your turns it can deal 2d8 Psychic damage to the target if the target is in the phantasm's area or within 5 feet of it; the target perceives the damage as whatever type suits the illusion.
Prayer of Healing
Level 2 abjuration · 10 minute · 30 ft · V · instantaneous · Cleric, Paladin
Up to five creatures of your choice that stay within range for the entire 10-minute casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until it finishes a Long Rest. The healing increases by 1d8 for each spell slot level above 2.
Protection from Poison
Level 2 abjuration · action · touch · VS · hours 1 · Cleric, Druid, Paladin, Ranger
Touch a creature to end the Poisoned condition on it. For 1 hour the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.
Ray of Enfeeblement
Level 2 necromancy · action · 60 ft · VS · minutes 1 · Warlock, Wizard
A ray of draining energy shoots at a creature within range, which makes a Constitution saving throw. On a success, it has Disadvantage on the next attack roll it makes before the start of your next turn. On a failure, for the duration it has Disadvantage on Strength-based D20 Tests (Strength checks, Strength saving throws and attack rolls that use Strength) and subtracts 1d8 from all its damage rolls. It repeats the save at the end of each of its turns, ending the spell on a success.
Scorching Ray
Level 2 evocation · action · 120 ft · VS · instantaneous · Sorcerer, Wizard
You hurl three rays of fire at one target within range or split them among several. Make a separate ranged spell attack for each ray; each hit deals 2d6 Fire damage. You create one more ray for each spell slot level above 2.
See Invisibility
Level 2 divination · action · self · VS M · hours 1 · Bard, Sorcerer, Wizard
For 1 hour you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane, where creatures and objects look ghostly.
Shatter
Level 2 evocation · action · 60 ft · VS M · instantaneous · Bard, Sorcerer, Wizard
A loud noise erupts from a point you choose within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failure or half as much on a success. A Construct has Disadvantage on this save. Nonmagical objects in the area that nobody is wearing or carrying also take the damage. The damage increases by 1d8 for each spell slot level above 2.
Shining Smite
Level 2 transmutation · bonus action · self · V · minutes 1 · Paladin
Bonus Action, cast right after you hit a creature with a Melee weapon or an Unarmed Strike. The target takes an extra 2d6 Radiant damage from the attack. Until the spell ends, it sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it gains no benefit from the Invisible condition. Concentration, up to 1 minute. Using a Higher-Level Spell Slot: the damage increases by 1d6 for each slot level above 2.
Silence
Level 2 illusion (ritual) · action · 120 ft · VS · minutes 10 · Bard, Cleric, Ranger
For the duration, no sound can be created inside or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures entirely inside it have the Deafened condition. Casting a spell with a Verbal component is impossible there.
Spider Climb
Level 2 transmutation · action · touch · VS M · hours 1 · Sorcerer, Warlock, Wizard
Until the spell ends, one willing creature you touch can move up, down and across vertical surfaces and along ceilings while leaving its hands free, and it gains a Climb Speed equal to its Speed. You can target one more creature for each spell slot level above 2.
Spike Growth
Level 2 transmutation · action · 150 ft · VS M · minutes 10 · Druid, Ranger
Hard spikes and thorns sprout from the ground in a 20-foot-radius Sphere centered on a point within range. The area is Difficult Terrain for the duration, and a creature takes 2d4 Piercing damage for every 5 feet it travels into or within the area. The spikes look natural: a creature that couldn't see the area when you cast the spell must take the Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to notice the danger before entering. Concentration, up to 10 minutes.
Spiritual Weapon
Level 2 evocation · bonus action · 60 ft · VS · minutes 1 · Cleric
You create a floating spectral force shaped like a weapon of your choice in a space within range; it lasts for the duration. When it appears you can immediately make one melee spell attack against a creature within 5 feet of it, dealing Force damage equal to 1d8 plus your spellcasting ability modifier on a hit. As a Bonus Action on your later turns, you can move it up to 20 feet and repeat the attack against a creature within 5 feet of it. The damage increases by 1d8 for each spell slot level above 2.
Suggestion
Level 2 enchantment · action · 30 ft · V M · hours 8 · Bard, Sorcerer, Warlock, Wizard
Suggest a course of activity, in 25 words or fewer, to one creature you can see within range that can hear and understand you. It must sound achievable and must not involve anything that would obviously harm the target or its allies. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration, or until you or your allies deal damage to it. While Charmed, it pursues the suggestion as best it can. The activity can last for the whole duration, but if it can be finished sooner, the spell ends for the target when it is done.
Summon Beast
Level 2 conjuration · action · 90 ft · VS M · hours 1 · Druid, Ranger
You call up a bestial spirit, which appears in an unoccupied space within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land or Water. The spirit looks like an animal of your choice native to that environment, and the choice sets some of its traits. It disappears when it drops to 0 Hit Points or when the spell ends. It is an ally of you and your allies. In combat it shares your Initiative count but takes its turn right after yours. It follows your verbal commands (no action required by you); if you give none, it takes the Dodge action and uses its movement to stay out of danger. Bestial Spirit (Small Beast): AC 11 + the spell's level; Hit Points 20 + 5 for each spell level above 2 (Air) or 30 + 5 for each spell level above 2 (Land and Water); Speed 30 ft., plus Climb 30 ft. (Land), Fly 60 ft. (Air) or Swim 30 ft. (Water); Str 18, Dex 11, Con 16, Int 4, Wis 14, Cha 5; Darkvision 60 ft., Passive Perception 12; understands the languages you know; uses your Proficiency Bonus. Flyby (Air only): it doesn't provoke Opportunity Attacks when it flies out of an enemy's reach. Pack Tactics (Land and Water only): it has Advantage on an attack roll against a creature if at least one of its allies is within 5 feet of that creature and isn't Incapacitated. Water Breathing (Water only): it can breathe underwater. Multiattack: it makes a number of Rend attacks equal to half the spell's level (round down). Rend: melee attack using your spell attack modifier, reach 5 ft.; hit: 1d8 + 4 + the spell's level Piercing damage. Using a Higher-Level Spell Slot: use the slot's level as the spell's level in the stat block.
Uncertain Footing
Level 2 illusion · action · 120 ft · VS M · minutes 1 · Bard, Warlock, Wizard
Up to three visible creatures save Intelligence; failure halves Speed and prevents Dash. Repeat at turn end to end the spell on that creature.
Warding Bond
Level 2 abjuration · action · touch · VS M · hours 1 · Cleric, Paladin
Touch another willing creature to create a mystic link between you until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws and has Resistance to all damage, and each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 Hit Points, if you and the target become more than 60 feet apart, or if the spell is cast again on either of you. The material component is a pair of platinum rings worth at least 50 GP each, which you and the target must wear for the duration.
Web
Level 2 conjuration · action · 60 ft · VS M · hours 1 · Sorcerer, Wizard
You conjure sticky webbing at a point within range that fills a 20-foot Cube for the duration. The webs are Difficult Terrain and the area within them is Lightly Obscured. Unless the webs are anchored between two solid masses (such as walls or trees) or layered across a floor, wall or ceiling, they collapse and the spell ends at the start of your next turn; webs layered on a flat surface are 5 feet deep. The first time a creature enters the webs on a turn, or when it starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free. A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on a success. The webs are flammable: any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.
Wither and Bloom
Level 2 necromancy · action · 60 ft · VS M · instantaneous · Druid, Sorcerer, Wizard
Creatures you choose (your foes) in a 10-foot-radius Sphere make a Constitution save: 3d6 Necrotic damage, half on a success; ordinary plants there wither. Then one creature you choose in the Sphere (the most hurt of your allies there) can spend one of its Hit Dice and regain Hit Points equal to the roll plus your spellcasting modifier. Each slot level above 2 adds 1d6 damage and one more Hit Die it can spend (the modifier is added once).
Zone of Truth
Level 2 enchantment · action · 60 ft · VS · minutes 10 · Bard, Cleric, Paladin
You create a zone against deception in a 15-foot-radius Sphere centered on a point within range, lasting 10 minutes. A creature that enters the area for the first time on a turn or starts its turn there makes a Charisma saving throw; on a failure it can't speak a deliberate lie while in the area. You know whether each creature succeeds or fails. An affected creature is aware of the spell and can avoid answering questions it would normally answer with a lie; it may be evasive, but whatever it says must be true.